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Call to Action: June 28 Balance Testing

Forum Index > SC2 General
118 CommentsPost a Reply
1 2 3 4 5 6 Next All
geokilla
Profile Joined May 2011
Canada8240 Posts
June 28 2016 21:54 GMT
#1
http://us.battle.net/sc2/en/blog/20166312/call-to-action-june-28-balance-testing-6-28-2016

We’ve published a new Balance Test Map titled “(4)FrostLE (3.3.2 Balance v1.0).SC2Map” which contains the following changes that we’d like your feedback on:

Zerg

Queen's AA weapon range increased from 7 to 8
Spore Crawler's Root time decreased from 6 to 4

We encourage you to head on into the Balance Test Map to test these changes out! To find it, enter the Multiplayer section and navigate to Custom. The Balance Test Map will be at the top of the list under ‘Top Played.’

We’ve also updated the Extension Mod for balance testing, so you can play around with these changes on a variety of maps. Those of you interested in trying out the Extension Mod can do the following to get started:

Navigate to Browse Maps on the Custom Games menu
Select a map and click the Create with Mod button in the lower right corner
Choose to sort by Blizzard Mods from the dropdown list at the top of the screen
Select the “Balance Test Mod” Extension from the list and then hit Create Game

If you're interested in the StarCraft II Balance Team's reasoning behind these potential changes, you can check out Senior Designer David Kim's Community Feedback Update and his recent post.

We’d like to remind you that feedback based on playtesting is the most helpful information you can share with us at this time. We kindly ask that you spend some time playing games on the test map before offering your thoughts on the changes listed above. We look forward to hearing your feedback and please remember that none of these changes are final.


Poll: Queen Anti-Air Buff?

Negative (404)
 
63%

Positive (237)
 
37%

641 total votes

Your vote: Queen Anti-Air Buff?

(Vote): Positive
(Vote): Negative


Poll: Spore Crawler Root Time Decreased

Positive (367)
 
66%

Negative (131)
 
23%

5 instead of 6 (60)
 
11%

558 total votes

Your vote: Spore Crawler Root Time Decreased

(Vote): Positive
(Vote): Negative
(Vote): 5 instead of 6



The Spore Crawler changes is going to have a huge effect on all three match ups. This is going to kill ZvZ Muta fights even more so than they currently do. It's also going to make it much more difficult to drop against Zerg.
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Jer99
Profile Blog Joined April 2011
Canada8157 Posts
June 28 2016 21:56 GMT
#2
I'm not sure a queen range buff is the right direction. I don't mind the new root time
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Pugfarmer
Profile Joined April 2014
70 Posts
June 28 2016 21:58 GMT
#3
I like the slight buffs more than nerfing other things, although I still think tankivac and adept shading abilities are a little too strong. This will help against harass in general, which has been a main part of the problem that KR zergs are having in both matchups.
ejozl
Profile Joined October 2010
Denmark3380 Posts
June 28 2016 21:58 GMT
#4
Really think the proposed balance change is a HUGE mistake. It almost will achieve nothing, but make stalemate styles be much stronger. Any kind of Viper/Spores/Broods/Queens/Infestor composition will be so much stronger with this and now Terran Nukes will do even less, since Spores can just reposition so freaking fast. If anything Spore Crawler should have more burrow time..
Zerg will be stronger late and before that almost nothing is changed, which is the opposite effect of what is currently needed.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
June 28 2016 21:59 GMT
#5
Targetting a queen AA range buff because of liberators in TvZ is a pretty bad idea IMO - because every other air unit in every zerg matchup will probably be affected just as much or even more.

I think that the correct approach would be to make liberators hittable by whatever defenses you want to stop them, rather than buffing all of the defenses because of one edge-case unit.

Spore crawler root time will not "fix" this because spore crawlers cannot reach liberators on many maps and spawns; they're not a reliable defense against the current iteration.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Beelzebub1
Profile Joined May 2015
1004 Posts
Last Edited: 2016-06-28 22:02:24
June 28 2016 21:59 GMT
#6
I'm not understanding everyone's hesitance or disapproval, Zerg anti air sucks and this is a pretty small way to boost strictly anti air power without turning the Hydralisk OP vs. Stargate openers especially. I've never understood why all these years later every race has reliable ways to not die to aerial units and Zerg really doesn't.

A big yes, Phoenix and Liberators needs to be a little more intimidated by packs of Queens then they currently are. Sky units in general are just strong as hell in LOTV, nothing wrong with giving more ways to counter it.
I wasbanned fromthis
Profile Blog Joined August 2012
113 Posts
Last Edited: 2016-06-28 22:09:53
June 28 2016 22:08 GMT
#7
Lets keep this on topic. This is a balance test map, can personal reviews of these changes be submitted instead opinion pieces? and mods remove the opinion debates and drama like in every other thread...

A third part to the poll could be:

Did you try these changes before voting?
Beelzebub1
Profile Joined May 2015
1004 Posts
June 28 2016 22:12 GMT
#8
On June 29 2016 07:08 I wasbanned fromthis wrote:
Lets keep this on topic. This is a balance test map, can personal reviews of these changes be submitted instead opinion pieces? and mods remove the opinion debates and drama like in every other thread...

A third part to the poll could be:

Did you try these changes before voting?


No but I've played enough thousands of games to know that Zerg anti - air buffs are overdue, and if Ultralisks get the nerf bat after Liberators and Phoenix flocks can be fended off with less casualties I'll be very pleased as well.
Soke
Profile Joined September 2012
United States790 Posts
June 28 2016 22:15 GMT
#9
I think the spore root time will be mostly irrelevant to the overall issues facing zerg (especially against liberators). It can't hurt though, so I don't mind the change.

The queen buff will have to be tried to see how much it actually affects areas both in and outside of liberators, though overall I think the changes are a step in the right direction, especially with the minor buffs instead of major nerfs.
Djsoke
Vanadiel
Profile Joined April 2012
France961 Posts
June 28 2016 22:21 GMT
#10
On June 29 2016 06:59 Beelzebub1 wrote:
I'm not understanding everyone's hesitance or disapproval, Zerg anti air sucks and this is a pretty small way to boost strictly anti air power without turning the Hydralisk OP vs. Stargate openers especially. I've never understood why all these years later every race has reliable ways to not die to aerial units and Zerg really doesn't.

A big yes, Phoenix and Liberators needs to be a little more intimidated by packs of Queens then they currently are. Sky units in general are just strong as hell in LOTV, nothing wrong with giving more ways to counter it.



Because it's a buff that's telling you to go full turtle defensive. Yes, Zerg AA needs a buff, but not like this. Blizzard is just telling Zerg to turtle with queen spore ravager until T3 units, instead of promoting a more agressive (hydra based comp) or mobile (ling muta).
BronzeKnee
Profile Joined March 2011
United States5217 Posts
June 28 2016 22:21 GMT
#11
On June 29 2016 06:58 Pugfarmer wrote:
I like the slight buffs more than nerfing other things


This line of thinking has to go. It is the reason why we've seen so many units get a speed boost. Nerfs are fine.
ZenithM
Profile Joined February 2011
France15952 Posts
June 28 2016 22:22 GMT
#12
I have bad memories of when the "other" queen range was buffed.
[PkF] Wire
Profile Joined March 2013
France24202 Posts
June 28 2016 22:23 GMT
#13
Add this :
- adept shade cooldown heavy nerf ;
- tempest supply increase to 5 or even 6 ;
- removal of lib range

and we're good to go.
xTJx
Profile Joined May 2014
Brazil419 Posts
June 28 2016 22:44 GMT
#14
Someone please make a competitive RTS...
No prejudices, i hate everyone equally.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-06-28 22:49:30
June 28 2016 22:49 GMT
#15
On June 29 2016 07:21 BronzeKnee wrote:
Show nested quote +
On June 29 2016 06:58 Pugfarmer wrote:
I like the slight buffs more than nerfing other things


This line of thinking has to go. It is the reason why we've seen so many units get a speed boost. Nerfs are fine.


Yep. Mobility creep, range creep, general power creep has been objectively bad for the game
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 28 2016 22:50 GMT
#16
On June 29 2016 07:23 [PkF] Wire wrote:
Add this :
- adept shade cooldown heavy nerf ;
- tempest supply increase to 5 or even 6 ;
- removal of lib range

and we're good to go.


I can't believe that shade ability for the adept hasn't been nerfed yet. Any ability that you can spam mindlessly without having to think is dumb...
When I think of something else, something will go here
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-06-28 22:52:10
June 28 2016 22:52 GMT
#17
On June 29 2016 07:50 blade55555 wrote:
Show nested quote +
On June 29 2016 07:23 [PkF] Wire wrote:
Add this :
- adept shade cooldown heavy nerf ;
- tempest supply increase to 5 or even 6 ;
- removal of lib range

and we're good to go.


I can't believe that shade ability for the adept hasn't been nerfed yet. Any ability that you can spam mindlessly without having to think is dumb...


It's not even as mindless as the ravager ability (which is still a large upgrade from the old typical 1A unmicroable zerg blobs)

If there's any adept change then i'm all for shade numbers/redesign rather than more combat power nerfs
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
June 28 2016 22:54 GMT
#18
It is pretty obvious this is a subtle nerf to Liberators. All too often does a Zerg have to constantly uproot / reroot Spores, and the Liberator is out of range which denies an unreasonable amount of mining time.
AKA: TelecoM[WHITE] Protoss fighting
[PkF] Wire
Profile Joined March 2013
France24202 Posts
June 28 2016 22:54 GMT
#19
On June 29 2016 07:52 Cyro wrote:
Show nested quote +
On June 29 2016 07:50 blade55555 wrote:
On June 29 2016 07:23 [PkF] Wire wrote:
Add this :
- adept shade cooldown heavy nerf ;
- tempest supply increase to 5 or even 6 ;
- removal of lib range

and we're good to go.


I can't believe that shade ability for the adept hasn't been nerfed yet. Any ability that you can spam mindlessly without having to think is dumb...


It's not even as mindless as the ravager ability (which is still a large upgrade from the old typical 1A unmicroable zerg blobs)

If there's any adept change then i'm all for shade numbers/redesign rather than more combat power nerfs

yeah the unit itself is probably fine but the shade is problematic. Further patches should try to see what can be done with it (make it not cancellable, bigger cooldown... many things can be tried).
TheWinks
Profile Joined July 2011
United States572 Posts
June 28 2016 22:56 GMT
#20
On June 29 2016 06:56 Jer99 wrote:
I'm not sure a queen range buff is the right direction.

Queen range buffs are never the right direction.
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